Monday, November 6, 2023
Be a Creator, Not a Consumer
Tuesday, October 10, 2023
Gone Fishing
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| With apologies to DAT. |
Wednesday, September 27, 2023
Retrospective: Oasis of the White Palm
They're still guilty pleasures, though, since their flaws are as great as their virtues. This is especially true in the case of the second module of the Desert of Desolation series, Oasis of the White Palm. Originally published in 1983, it's co-written by Hickman and Philip Meyers. I know nothing of Meyers, whose RPG credits are few – two AD&D modules (including this one) and a handful of articles in Dragon. As with Pharaoh, Jim Holloway provides the cover illustration, while Keith Parkinson takes care of the interior artwork.
Oasis of the White Palm picks up after the conclusion of Pharaoh, with the characters trudging across the desert. A hex map to facilitate this is provided, along with keyed and random encounters/events. Emphasis is placed on both encumbrance and the need for water during the characters' trek. From the vantage point of the present day, I find this interesting, since it runs counter to the expectation that a Hickman-penned adventure module is somehow not "old school" simply because it includes lots of boxed text and amateur dramatics. As I've noted before, Hickman's 1982–1983 modules are transitional ones that bridge the gap between the early days of the hobby and what would soon come. The Desert of Desolation modules all possess this quality.
The adventure proper begins once the characters stumble across the titular Oasis of the White Palm. The oasis serves as the camp of a group of nomads led by their sheik, Hassan Arslan. The nomads are somewhat suspicious of outsiders in light of recent events. The intended bride of the sheik's firstborn son has been kidnapped by servants of the Evil One – an efreeti noble who was freed during the events of Pharaoh. If the characters offer to help the sheik resolve this matter, he in turn offers the friendship of his people and a portion of his wealth. He also offers the aid of his second-born son as a guide through the desert, as they follow up on clues to where the bride might have been taken.
The oasis is filled with NPCs, many of whom provide rumors, opinions, and insight into the current situation. There are multiple factions and intrigues afoot, which goes a long way, I think, toward involving the characters in what's going on. This is useful, too, for the referee, who's looking to expand upon the basic scenario that Meyers and Hickman set forth. There's also some silliness, in the form of Happy Hogan's Desert Igloo, a halfling-owned bar in the middle of this pseudo-Bedouin community. The halfling, Hogan, is of course a retired adventurer whose exploits were once renowned. Silly though it definitely is, I cannot completely condemn its inclusion, since this is simply what fantasy RPGs were like back in the day – a chaotic goulash of the ridiculous and the sublime.
There are, in fact, two separate dungeons included in Oasis of the White Palm. The first, the Temple of Set, is a single-level affair. Nevertheless, it has some excellent tricks and traps of the sort one might expect in a pulp fantasy Egyptian tomb, complete with Grimtooth-style diagrams of their workings. The second, the Crypt of Badr Al-Mosak, has two levels and numerous diagrams to aid the referee in understanding how its various parts relate to one another. Though not quite The Caverns of Thracia by any means, elevation and position play roles in the Crypt, which I appreciate. The Crypt also includes one of my favorite traps, the Pits of Everfall, which looks like this:
Wednesday, September 20, 2023
Retrospective: World of Greyhawk
In 1980, TSR published The World of Greyhawk, a 32-page "fantasy world setting" by Gary Gygax for use with AD&D. Commonly referred to as the Greyhawk "folio," this is the version of the product that first introduced me to the Greyhawk setting and to which I devoted a previous Retrospective post. However, in 1983, TSR published a product called World of Greyhawk (without the definite article). This version of the setting came in a box and is greatly expanded in scope, consisting of a 48-page booklet and an 80-page one. I have never devoted a post to this version of the setting until now.
There are a couple of reasons why this is the case. The first and most obvious one is that I originally didn't see much point in doing so. Having already written about the folio version, I thought I'd said all I needed about the topic. The second is that, while I owned the boxed set, I didn't make much use of it in play. By the time of its release in 1983, I was making my earliest forays into the creation of my own setting, Emaindor, which I'd use almost exclusively for the remaining years of the 1980s. Consequently, my thoughts about the World of Greyhawk boxed set are almost entirely theoretical, rather than based on its use in play. All that said, as a good TSR fanboy, I did buy the boxed set and I spent a lot of time poring over its pages, so I do have some thoughts to share on it.
The most obvious difference between the 1983 and 1980 editions is, of course, their relative sizes. The folio version was only 32 pages long – a quarter the length of the boxed set's two books combined. That's partly due to the fact that the boxed set includes a lot more information about the setting than did its predecessor (including a reprint of David Axler's magisterial 1982 Dragon article, "Weather in the World of Greyhawk"), but it's also due to changes in TSR's layouts and graphic design. The folio version's 32 pages are dense, with small fonts and narrow margins. By contrast, the boxed version has larger print and much larger margins. These changes are responsible for a great deal of the increase page count between the two editions.
What's interesting is that, despite appearing three years later, when TSR had significantly more resources to draw upon, the boxed set does not feature significantly more artwork than the folio version. Every fan of the 1983 version naturally remembers Jeff Easley's cover illustration, which is indeed striking (and features the knight bearing a banner on which can be seen the same escutcheon that appears on the cover of the 1979 Dungeon Masters Guide). However, there's very little interior art in either of the two enclosed books aside from historiated initial letters (rendered by Darlene, I believe). There is some – all by Easley – and it's not bad for what it is, though it's all fairly generic in the way that all TSR artwork was starting to become during its Electrum Age.
None of this is intended as a serious criticism of the boxed set, which is quite an attractive product overall. Rather, I say all of this primarily to highlight how much TSR – and, by extension, Dungeons & Dragons – had changed over the course of just three years. The company that produced the folio in 1980 was still small and energetic, as well understaffed and amateurish. It could still, I think, be called a hobbyist enterprise. By contrast, TSR in 1983 was both bigger and more "professional," but its growth in these areas had domesticated it somewhat. The World of Greyhawk was always rather vanilla, but its 1983 presentation takes that to another level.
Nevertheless, there is much to praise in the boxed set. TSR wisely collected many of Gygax's best Greyhawk-related articles from the pages of Dragon and included them here. I was a big fan of the coverage of Greyhawk's deities, for example, so seeing them in one of the constituent books was a thrill. The same is true (though less thrillingly) of the Greyhawk regional encounter tables, which are precisely the kind of low-key naturalism that is a hallmark of Gygaxian D&D. Combined with everything else, from kingdom and population information to geography and social hierarchies, the result is a solid, if also stolid, "fantasy game setting" for use with AD&D.
In that respect, the 1983 boxed set is still very much in line with the 1980 folio, even if it's now longer and with higher production values. Despite my personal preference for the original, born out of both philosophical and nostalgic reasons, I think well of the World of Greyhawk boxed set and think it'd make a fine model for other fantasy RPG settings to emulate. It provides just enough details to inspire without becoming intrusive, which is how it should be, in my opinion.
Wednesday, September 13, 2023
Retrospective: Southern Mirkwood
Friday, September 8, 2023
Cargo Cult
Hearing this story reminded me of similar stories I'd heard from friends and acquaintances living outside the English speaking world: how they'd learned to play D&D – and it was almost always D&D – from a weird combination of sources, including fan-made translations passed down through multiple hands (and sometimes languages) before they laid eyes on it. The result, as the player in my Tékumel campaign explained, was often a faulty understanding of the game's underlying rules and mechanics, thanks in no small part to the "broken telephone" effect that comes when ideas are filtered through so many intermediaries. Of course, none of this lessened the impact of those ideas, as evidenced by the fact that most of these people continue to participate in the hobby of roleplaying decades later.
What's interesting is that, though I grew up in America, my own personal history as a roleplayer nevertheless contains plenty of similar "broken telephone" moments. To a great degree, this is because roleplaying, as a formal entertainment, was so revolutionary. People sometimes forget just how genuinely new – and peculiar – an idea it was at the time of its introduction. Looked at from the vantage point of a world where roleplaying and roleplaying games are not only widely understood but also widely played in one form or another, it's all too easy to see their ultimate acceptance as inevitable. Having lived through those times, I can assure you they were not. I can also assure you that it took a lot of explaining to get people to comprehend just what a RPG was.
In the days before the Internet, my friends and I had to rely upon our own wits and the accumulated "wisdom" of others to make sense of D&D. We turned to various gaming mentors, like my friend's high school-age older brother and guys we met in game stores, to learn how to play – and even then we were often led astray. The early days of the hobby had a rich oral culture, in which ideas about the "right" way to play various RPGs were shared freely anytime two or more gamers met one another. My friends and I were the beneficiaries of these ideas, because we had a very difficult time make sense of the rulebooks available to us at the time (the Holmes Basic rulebook and the AD&D Players Handbook and Dungeon Masters Guide).
Even after we had a better handle on the broad outlines of how to play D&D, we continued to make use of idiosyncratic rules interpretations and additions that we'd picked up here or there. Many of these were things that "everybody knew," though they could be found nowhere in the pages of any official D&D rulebook. To this day, I am still sometimes tripped up by "rules" I long ago took as Gospel that are nothing of the sort. Such is the power of oral tradition. In those days, it was likewise commonplace to see gamers, especially those, like me, who regularly served as referee, to carry around folders or binders filled with mimeographs or photocopies of house rules or articles from Dragon or White Dwarf that helped "fix" this or that aspect of D&D.
None of us looked askance at this. Indeed, we considered it perfectly normal, since it was so widespread. Dungeons & Dragons was, for us, a bricolage, made from TSR's published rulebooks, gaming magazine articles, ideas someone once told us, and received opinion that we'd picked up, magpie-like, in our travels to local hobby shops, libraries, and schoolyards. It was a moving target whose basic shape was more or less consistent, but whose precise details often varied considerably from place to place and time to time. That's just how things were – and we loved it.
Wednesday, September 6, 2023
The Ultimate in Adventure Games
Retrospective: Timemaster
That the history of the RPG industry is filled curiosities should come as no surprise. Then, as now, "the industry" largely consists of small operations big on passion but often lacking in the business sense necessary to channel that passion into a lasting enterprise. Pacesetter Ltd is a great example of this from my youth. Founded in 1984 by a number of ex-TSR staffers, the company lasted only two years before disappearing. However, during those two years of existence, Pacesetter managed to publish four different RPGs, three of them in the same year – Chill, Star Ace, and Timemaster.
Though Chill was by far my favorite of the three games the company published in 1984, Timemaster was a close second. As a kid, I enjoyed watching reruns of the old Irwin Allen television show, The Time Tunnel. Even though it only ran for a single season, I remember thinking that it was a great premise for an ongoing TV show – like Star Trek, except that time, not space, was the final frontier. Consequently, Timemaster was an easy sell for me.
Like all Pacesetter RPGs, Timemaster came in a box, inside of which was a 64-page rulebook (Travelers' Manual), a 32-page Guide to the Continuum, which explained in greater depth of how time travel worked; and a 16-page adventure, Red Ace High, set during World War I. Also included were some cardboard counters and a hex map to use with the adventure, which dealt with the First Battle of Cambrai in 1917. It's a nice little package that very much appealed to my sensibilities as a TSR fanboy. I've long suspected that this was intentional on the part of Pacesetter, whose games always had a "TSR-but-not" vibe to them – no surprise, given that its staff included Mark Acres, Garry Spiegle, Carl Smith, Stephen D. Sullivan, and Michael Williams, all of whom had worked at TSR in the years prior.
Mechanically, Timemaster is pretty similar to the other RPGs in Pacesetter's roster. It makes use of a color-coded action table of the sort I most strongly associate with Marvel Super Heroes but which would eventually be found in many other games during the mid-80s. Character ability scores are generated randomly, but the player can choose his character's skills and paranormal talent, a psionic power of limited utility, like telepathy. The design is nothing fancy but I recall it working without too much fuss in play, which is precisely what I've generally wanted out of RPG mechanics.
Where Timemaster really shined was in the execution of its basic premise. The game assumes that characters are members of the human Time Corps, a 72nd century organization tasked with protecting the integrity of "the Continuum" from those who would disrupt it for their own ends. The two primary sources of disruption are renegade humans and a race of shapeshifting aliens called the Demoreans. Adventures thus consist in efforts by the characters, as agents of the Time Corps, to ensure that disruption is, if not stopped completely, kept to a minimum.
What I found most intriguing about Timemaster was that the Continuum was more than just a linear progression of time. Instead, it encompasses a wide variety of parallel timelines, some of them very different from the timelines from which the characters come. This gave the game a much wider scope than just traveling up and down the timeline to visit famous historical events – though the game certainly supported and encouraged that. Characters could also visit odd parallel worlds where magic works or dinosaurs evolved to intelligence, for example, or even where literary characters like Sherlock Holmes or the Three Musketeers were real.
It's all quite ridiculous, of course, but Timemaster made it work, in large part because the game clearly spells out the Laws of Time and then follows through with them in a way that makes game sense if not necessarily scientific sense (assuming such a thing is even possible when talking about time travel). This makes it easier for both the players and the referee (or Continuum Master) to get a solid handle on how the universe of the game works and that's essential. Otherwise, everyone can quickly get tied up in knots over questions of paradox and time loops and so on. Timemaster recognizes this and lays it all out in a way I found quite helpful. You might disagree with its take on certain aspects of time travel – I was never fond of the "literary" parallels, for example – but there's no question that it all hangs together decently, if you're willing to accept the game's premises.
Timemaster is one of those roleplaying games that I occasionally remember exists and then think, "I should play this again some time," because I had fun with it in the past. As I said, the game won't win any prizes for game design, let alone scientific "realism," but, like many of the best RPGs, it's a delightfully open-ended vehicle for exercising your imagination and that's no small thing.
Tuesday, September 5, 2023
An Oddity
I was examining my draft posts on Blogger to see if I'd left any genuinely worthy ones unfinished and noticed something peculiar: there were a lot more draft posts than I thought there should be. Looking more closely, I soon saw that a half-dozen older posts originally published many years ago had all been reverted to drafts on the same date: May 23, 2023. Take a look.
All of the posts carried a little red "hidden" icon and, when I clicked on each one, I saw a note indicating that each one had been "unpublished because it violates Blogger Community Guidelines. To republish, please update the content to adhere to guidelines." Those guidelines are available here, but, looking at them, I honestly can't fathom how any of the above posts, five of which are reviews and one of which is related to a previous review, violates them.
It's quite baffling, especially since these are all very old posts that have existed on this blog for more than a decade. Likewise, none of them, as you can see from the pageview numbers, is an especially popular post that lots of people read and commented upon. The only common element, so far as I can tell, is that five of the six pertain to Judges Guild's Wilderlands setting, though none of them were published by Judges Guild itself. More to the point, I have plenty more Wilderlands-related posts and reviews and none of them were reverted to draft form like these were.
Has anyone else experienced this sort of thing? If so, can you explain the logic behind it? Concerns about arbitrary changes like this are precisely why I keep contemplating moving this blog to another platform. So far I haven't pulled the trigger, because doing so would be a huge headache, especially for a guy like me whose tech skills are minimal. Now I find myself wondering if I shouldn't consider it more seriously ...
UPDATE: Following the advice of others, I re-submitted all the flagged posts to Blogspot without any changes. All of them were re-activated without any explanation of why they were hidden in the first place. Looks like it probably was a case of an errant algorithm.
Polyhedron: Issue #8
Issue #8 also marks a significant turning point in the history of Polyhedron. Frank Mentzer, who had been the 'zine's founding editor, is now well and truly gone from its management. In his place are Kim Eastland, as managing editor, and Mary Kirchoff, as editor. Kirchoff had been in this position since issue #5, but this is the first issue where she's become a public presence. Her column, "ESP," replaces Mentzer's "Where I'm Coming From" as the editor's personal soapbox.
The second part of the interview with Mike Carr that began in the previous issue appears here. This part is much shorter than the first one, focusing on – unsurprisingly – Dawn Patrol, but also touching briefly upon Top Secret (whose acceptance by TSR Carr championed) and then shifting to the future of TSR. There's sadly not as much depth or insight in this installment. However, it does include a charming caricature of Carr as drawn by Holloway.














